- Shield Reflect is now passed through Devotion as well.
- Devotion won't work on guildmates now (only party-members) - Devoted to characters lose the devotion effect when the Crusader is at less than 25% Hp. - Changed Gravity Field's element to earth so that it may hit hidden chars. - chrif_scdata_save will not send a save scdata request when the char has been already tagged as in the final save. - Cleaned up status_change_start a bit to make status_change_end calls on a separate switch, before it is cancelled by the switch about "sc already active". If it fails because the sc is already active, now it returns 1. - Cleaned SC_SUITON a bit to get rid of that compile warning. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5589 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
2f1e8fcdaa
commit
6e2b036285
@ -5,6 +5,15 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/03/13
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* Shield Reflect is now passed through Devotion as well. [Skotlex]
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- Devoted characters lose the devotion effect when the Crusader is at less
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than 25% Hp. [Skotlex]
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* chrif_scdata_save will not send a save scdata request when the char has
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been already tagged as in the final save. [Skotlex]
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* Some status_change_start cleanups, stuff like blessing should now remove
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stone/curse even if the status does not begins because the character is
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already blessed. [Skotlex]
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* Cleaned SC_SUITON a bit to get rid of that compile warning. [Skotlex]
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* Added function battle_calc_gvg_damage for gvg related damage reductions.
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Fixes Gravitation being reduced as well as Pressure overriding max-castles
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restriction. [Skotlex]
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@ -26,6 +26,9 @@
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=========================
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03/13
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* Devotion won't work on guildmates now (only party-members) [Skotlex]
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* Changed Gravity Field's element to earth so that it may hit hidden chars.
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[Skotlex]
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* Added missing mob skills to G_HYDRA, G_PARASITE [Lupus]
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* Fixed TK and Soul Linker's position of their job entry in exp2.txt,
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thanks to Coltaro. [Skotlex]
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@ -274,7 +274,7 @@
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252,0,6,4,0,0,0,10,1,no,0,0,0,weapon,0 //CR_REFLECTSHIELD#Shield Reflect#
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253,-2,8,1,6,0,0,10,-2,no,0,0,0,weapon,0 //CR_HOLYCROSS#Holy Cross#
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254,0,6,4,6,0,0,10,1,no,33,256,0,magic,0 //CR_GRANDCROSS#Grand Cross#
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255,7:8:9:10:11,6,16,0,1,0,5,1,yes,0,3584,0,none,0 //CR_DEVOTION#Sacrifice#
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255,7:8:9:10:11,6,16,0,1,0,5,1,yes,0,1536,0,none,0 //CR_DEVOTION#Sacrifice#
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256,9,6,16,0,1,0,5,1,yes,0,512,0,none,0 //CR_PROVIDENCE#Resistant Souls#
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257,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0 //CR_DEFENDER#Defending Aura#
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258,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //CR_SPEARQUICKEN#Spear Quicken#
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@ -503,7 +503,7 @@
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481,0,0,0,0,0,0,5,0,no,0,0,0,none,0 //HP_MANARECHARGE#Mana Recharge#
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482,0,6,4,0,1,0,5,1,no,0,0,0,magic,0 //PF_DOUBLECASTING#Double Casting#
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483,9,6,2,0,1,0,1,1,no,0,0,0,none,0 //HW_GANBANTEIN#Ganbantein#
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484,9,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //HW_GRAVITATION#Gravity Field#
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484,9,6,2,2,1,0,5,1,yes,0,0,0,magic,0 //HW_GRAVITATION#Gravity Field#
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485,-2,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //WS_CARTTERMINATION#Cart Termination#
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486,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0 //WS_OVERTHRUSTMAX#Maximum Power Thrust#
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487,0,6,4,0,1,0,5,1,no,0,0,0,none,0 //CG_LONGINGFREEDOM#Longing for Freedom#
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@ -1155,6 +1155,8 @@ int chrif_save_scdata(struct map_session_data *sd)
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struct status_change_data data;
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struct TimerData *timer;
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if (sd->state.finalsave) //Character was already saved?
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return -1;
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#ifndef TXT_ONLY
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if(charsave_method) //New 'Local' save
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{
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25
src/map/pc.c
25
src/map/pc.c
@ -2145,11 +2145,11 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
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switch(type){
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case SP_AUTOSPELL:
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if(sd->state.lr_flag != 2)
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pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, val?type2:-type2, type3, type4, current_equip_card_id);
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pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
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break;
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case SP_AUTOSPELL_WHENHIT:
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if(sd->state.lr_flag != 2)
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pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, val?type2:-type2, type3, type4, current_equip_card_id);
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pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
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break;
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default:
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if(battle_config.error_log)
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@ -5272,14 +5272,21 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
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clif_updatestatus(sd,SP_HP);
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if(sd->status.hp>0){
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if(sd->status.hp<sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
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if (sd->status.hp<sd->status.max_hp>>2) { //25% HP left effects.
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if(sd->status.hp>0 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
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(sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 ))
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// ƒI?ƒgƒo?ƒT?ƒN?“®
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sc_start4(&sd->bl,SC_PROVOKE,100,10,1,0,0,0);
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sd->canlog_tick = gettick();
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for(i = 0; i < 5; i++)
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if (sd->devotion[i]){
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struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
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if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
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}
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}
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if(sd->status.hp>0){
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sd->canlog_tick = gettick();
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return damage;
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}
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@ -5416,12 +5423,6 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
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sd->state.snovice_flag = 4;
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}
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for(i = 0; i < 5; i++)
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if (sd->devotion[i]){
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struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
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if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
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}
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pc_setdead(sd);
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skill_unit_move(&sd->bl,gettick(),4);
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if (battle_config.clear_unit_ondeath)
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@ -1000,7 +1000,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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case AS_GRIMTOOTH:
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{
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int type = sd?SC_SLOWDOWN:SC_STOP;
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int type = dstsd?SC_SLOWDOWN:SC_STOP;
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if (tsc->data[type].timer == -1)
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sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
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break;
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src/map/status.c
296
src/map/status.c
@ -1717,14 +1717,8 @@ int status_calc_agi(struct block_list *bl, int agi)
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agi -= 2 + sc->data[SC_DECREASEAGI].val1;
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
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if(sc->data[SC_SUITON].timer!=-1 && status_get_class(bl) != JOB_NINJA)
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if (sc->data[SC_SUITON].val1 > 7)
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agi -= 8;
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else if (sc->data[SC_SUITON].val1 > 4)
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agi -= 5;
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else if (sc->data[SC_SUITON].val1 > 1)
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agi -= 3;
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if(sc->data[SC_SUITON].timer!=-1)
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agi -= sc->data[SC_SUITON].val2;
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}
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return agi;
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@ -3639,7 +3633,113 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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return 0;
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}
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}
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//Before overlapping fail, one must check for status cured.
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switch (type) {
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case SC_BLESSING:
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if (!undead_flag && race!=6) {
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if (sc->data[SC_CURSE].timer!=-1)
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status_change_end(bl,SC_CURSE,-1);
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if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
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status_change_end(bl,SC_STONE,-1);
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}
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break;
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case SC_INCREASEAGI:
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if(sc->data[SC_DECREASEAGI].timer!=-1 )
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status_change_end(bl,SC_DECREASEAGI,-1);
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break;
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case SC_DONTFORGETME:
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//is this correct? Maybe all three should stop the same subset of SCs...
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if(sc->data[SC_ASSNCROS].timer!=-1 )
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status_change_end(bl,SC_ASSNCROS,-1);
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case SC_QUAGMIRE:
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if(sc->data[SC_CONCENTRATE].timer!=-1 )
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status_change_end(bl,SC_CONCENTRATE,-1);
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if(sc->data[SC_TRUESIGHT].timer!=-1 )
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status_change_end(bl,SC_TRUESIGHT,-1);
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if(sc->data[SC_WINDWALK].timer!=-1 )
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status_change_end(bl,SC_WINDWALK,-1);
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//Also blocks the ones below...
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case SC_DECREASEAGI:
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if(sc->data[SC_INCREASEAGI].timer!=-1 )
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status_change_end(bl,SC_INCREASEAGI,-1);
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if(sc->data[SC_ADRENALINE].timer!=-1 )
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status_change_end(bl,SC_ADRENALINE,-1);
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if(sc->data[SC_ADRENALINE2].timer!=-1 )
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status_change_end(bl,SC_ADRENALINE2,-1);
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if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
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status_change_end(bl,SC_SPEARSQUICKEN,-1);
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if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
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status_change_end(bl,SC_TWOHANDQUICKEN,-1);
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if(sc->data[SC_CARTBOOST].timer!=-1 )
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status_change_end(bl,SC_CARTBOOST,-1);
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if(sc->data[SC_ONEHAND].timer!=-1 )
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status_change_end(bl,SC_ONEHAND,-1);
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break;
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case SC_ONEHAND:
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//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
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if(sc->data[SC_ASPDPOTION0].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION0,-1);
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if(sc->data[SC_ASPDPOTION1].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION1,-1);
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if(sc->data[SC_ASPDPOTION2].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION2,-1);
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if(sc->data[SC_ASPDPOTION3].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION3,-1);
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break;
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case SC_MAXOVERTHRUST:
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//Cancels Normal Overthrust. [Skotlex]
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if (sc->data[SC_OVERTHRUST].timer != -1)
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status_change_end(bl, SC_OVERTHRUST, -1);
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break;
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case SC_KYRIE:
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// -- moonsoul (added to undo assumptio status if target has it)
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if(sc->data[SC_ASSUMPTIO].timer!=-1 )
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status_change_end(bl,SC_ASSUMPTIO,-1);
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break;
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case SC_DELUGE:
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if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
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status_change_end(bl,SC_BLIND,-1);
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break;
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case SC_SILENCE:
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if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
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//Clear Gospel [Skotlex]
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status_change_end(bl,SC_GOSPEL,-1);
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break;
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case SC_HIDING:
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if(sc->data[SC_CLOSECONFINE].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE, -1);
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if(sc->data[SC_CLOSECONFINE2].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE2, -1);
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break;
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case SC_BERSERK: /* バ?サ?ク */
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if(battle_config.berserk_cancels_buffs)
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{
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if (sc->data[SC_ONEHAND].timer != -1)
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status_change_end(bl,SC_ONEHAND,-1);
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if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
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status_change_end(bl,SC_TWOHANDQUICKEN,-1);
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if (sc->data[SC_CONCENTRATION].timer != -1)
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status_change_end(bl,SC_CONCENTRATION,-1);
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if (sc->data[SC_PARRYING].timer != -1)
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status_change_end(bl,SC_PARRYING,-1);
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if (sc->data[SC_ENDURE].timer != -1)
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status_change_end(bl,SC_ENDURE,-1);
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if (sc->data[SC_AURABLADE].timer != -1)
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status_change_end(bl,SC_AURABLADE,-1);
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}
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break;
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case SC_ASSUMPTIO:
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if(sc->data[SC_KYRIE].timer!=-1)
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status_change_end(bl,SC_KYRIE,-1);
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break;
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case SC_CARTBOOST: /* カ?トブ?スト */
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if(sc->data[SC_DECREASEAGI].timer!=-1 )
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{ //Cancel Decrease Agi, but take no further effect [Skotlex]
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status_change_end(bl,SC_DECREASEAGI,-1);
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return 0;
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}
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break;
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}
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//Check for overlapping fails
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if(sc->data[type].timer != -1){
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switch (type) {
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@ -3677,7 +3777,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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break;
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default:
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if(sc->data[type].val1 > val1)
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return 0;
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return 1; //Return true to not mess up skill animations. [Skotlex
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}
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(sc->count)--;
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delete_timer(sc->data[type].timer, status_change_timer);
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@ -3711,28 +3811,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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}
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break;
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case SC_INCREASEAGI: /* 速度上昇 */
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calc_flag = 1;
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if(sc->data[SC_DECREASEAGI].timer!=-1 )
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status_change_end(bl,SC_DECREASEAGI,-1);
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break;
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case SC_DECREASEAGI: /* 速度減少 */
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calc_flag = 1;
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if(sc->data[SC_INCREASEAGI].timer!=-1 )
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status_change_end(bl,SC_INCREASEAGI,-1);
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if(sc->data[SC_ADRENALINE].timer!=-1 )
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status_change_end(bl,SC_ADRENALINE,-1);
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if(sc->data[SC_ADRENALINE2].timer!=-1 )
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status_change_end(bl,SC_ADRENALINE2,-1);
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if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
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status_change_end(bl,SC_SPEARSQUICKEN,-1);
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if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
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status_change_end(bl,SC_TWOHANDQUICKEN,-1);
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if(sc->data[SC_CARTBOOST].timer!=-1 )
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status_change_end(bl,SC_CARTBOOST,-1);
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if(sc->data[SC_ONEHAND].timer!=-1 )
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status_change_end(bl,SC_ONEHAND,-1);
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break;
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case SC_SIGNUMCRUCIS: /* シグナムクルシス */
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calc_flag = 1;
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val2 = 10 + val1*2;
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@ -3740,21 +3818,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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tick = 600*1000;
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clif_emotion(bl,4);
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break;
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case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
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if(sc->data[SC_ASPDPOTION0].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION0,-1);
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if(sc->data[SC_ASPDPOTION1].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION1,-1);
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if(sc->data[SC_ASPDPOTION2].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION2,-1);
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if(sc->data[SC_ASPDPOTION3].timer!=-1)
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status_change_end(bl,SC_ASPDPOTION3,-1);
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calc_flag = 1;
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break;
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case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex]
|
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if (sc->data[SC_OVERTHRUST].timer != -1)
|
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status_change_end(bl, SC_OVERTHRUST, -1);
|
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break;
|
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case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
|
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if (!(flag&4))
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{
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@ -3780,37 +3843,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
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val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
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val3 = (val1 / 2 + 5); /* 回? */
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}
|
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// -- moonsoul (added to undo assumptio status if target has it)
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if(sc->data[SC_ASSUMPTIO].timer!=-1 )
|
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status_change_end(bl,SC_ASSUMPTIO,-1);
|
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break;
|
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case SC_MINDBREAKER:
|
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calc_flag = 1;
|
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if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
|
||||
break;
|
||||
case SC_QUAGMIRE: /* クァグマイア */
|
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calc_flag = 1;
|
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if(sc->data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
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status_change_end(bl,SC_CONCENTRATE,-1);
|
||||
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
|
||||
status_change_end(bl,SC_INCREASEAGI,-1);
|
||||
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
|
||||
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||||
if(sc->data[SC_ONEHAND].timer!=-1 )
|
||||
status_change_end(bl,SC_ONEHAND,-1);
|
||||
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
|
||||
status_change_end(bl,SC_SPEARSQUICKEN,-1);
|
||||
if(sc->data[SC_ADRENALINE].timer!=-1 )
|
||||
status_change_end(bl,SC_ADRENALINE,-1);
|
||||
if(sc->data[SC_ADRENALINE2].timer!=-1 )
|
||||
status_change_end(bl,SC_ADRENALINE2,-1);
|
||||
if(sc->data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
|
||||
status_change_end(bl,SC_TRUESIGHT,-1);
|
||||
if(sc->data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
|
||||
status_change_end(bl,SC_WINDWALK,-1);
|
||||
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
|
||||
status_change_end(bl,SC_CARTBOOST,-1);
|
||||
break;
|
||||
case SC_MAGICPOWER:
|
||||
calc_flag = 1;
|
||||
val2 = 1;
|
||||
@ -3853,17 +3890,34 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
calc_flag = 1;
|
||||
val3 = val1*10;
|
||||
break;
|
||||
case SC_DELUGE:
|
||||
calc_flag = 1;
|
||||
if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
|
||||
status_change_end(bl,SC_BLIND,-1);
|
||||
break;
|
||||
case SC_VIOLENTGALE:
|
||||
calc_flag = 1;
|
||||
val3 = val1*3;
|
||||
break;
|
||||
case SC_SUITON:
|
||||
calc_flag = 1;
|
||||
if (flag&4)
|
||||
break;
|
||||
if (status_get_class(bl) != JOB_NINJA) {
|
||||
//Is there some kind of formula behind this?
|
||||
switch ((val1+1)/3) {
|
||||
case 3:
|
||||
val2 = 8;
|
||||
break;
|
||||
case 2:
|
||||
val2 = 5;
|
||||
break;
|
||||
case 1:
|
||||
val2 = 3;
|
||||
break;
|
||||
case 0:
|
||||
val2 = 0;
|
||||
break;
|
||||
default:
|
||||
val2 = 3*((val1+1)/3);
|
||||
break;
|
||||
}
|
||||
} else val2 = 0;
|
||||
break;
|
||||
|
||||
case SC_SPEARSQUICKEN: /* スピアクイッケン */
|
||||
@ -3875,29 +3929,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
|
||||
break;
|
||||
|
||||
case SC_DONTFORGETME: /* 私を忘れないで */
|
||||
calc_flag = 1;
|
||||
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
|
||||
status_change_end(bl,SC_INCREASEAGI,-1);
|
||||
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
|
||||
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||||
if(sc->data[SC_ONEHAND].timer!=-1 )
|
||||
status_change_end(bl,SC_ONEHAND,-1);
|
||||
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
|
||||
status_change_end(bl,SC_SPEARSQUICKEN,-1);
|
||||
if(sc->data[SC_ADRENALINE].timer!=-1 )
|
||||
status_change_end(bl,SC_ADRENALINE,-1);
|
||||
if(sc->data[SC_ADRENALINE2].timer!=-1 )
|
||||
status_change_end(bl,SC_ADRENALINE2,-1);
|
||||
if(sc->data[SC_ASSNCROS].timer!=-1 )
|
||||
status_change_end(bl,SC_ASSNCROS,-1);
|
||||
if(sc->data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
|
||||
status_change_end(bl,SC_TRUESIGHT,-1);
|
||||
if(sc->data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
|
||||
status_change_end(bl,SC_WINDWALK,-1);
|
||||
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
|
||||
status_change_end(bl,SC_CARTBOOST,-1);
|
||||
break;
|
||||
case SC_MOONLIT:
|
||||
val2 = bl->id;
|
||||
skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
|
||||
@ -4016,14 +4047,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
|
||||
}
|
||||
break;
|
||||
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
|
||||
if (sc->data[SC_GOSPEL].timer!=-1) {
|
||||
if (sc->data[SC_GOSPEL].val4 == BCT_SELF) { //Clear Gospel [Skotlex]
|
||||
status_change_end(bl,SC_GOSPEL,-1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SC_CONFUSION:
|
||||
clif_emotion(bl,1);
|
||||
break;
|
||||
@ -4034,10 +4057,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
/* option */
|
||||
case SC_HIDING: /* ハイディング */
|
||||
calc_flag = 1;
|
||||
if(sc->data[SC_CLOSECONFINE].timer != -1)
|
||||
status_change_end(bl, SC_CLOSECONFINE, -1);
|
||||
if(sc->data[SC_CLOSECONFINE2].timer != -1)
|
||||
status_change_end(bl, SC_CLOSECONFINE2, -1);
|
||||
if(bl->type == BL_PC && !(flag&4)) {
|
||||
val2 = tick / 1000; /* 持?時間 */
|
||||
tick = 1000;
|
||||
@ -4134,21 +4153,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
break;
|
||||
|
||||
case SC_BERSERK: /* バ?サ?ク */
|
||||
if(battle_config.berserk_cancels_buffs)
|
||||
{
|
||||
if (sc->data[SC_ONEHAND].timer != -1)
|
||||
status_change_end(bl,SC_ONEHAND,-1);
|
||||
if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
|
||||
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||||
if (sc->data[SC_CONCENTRATION].timer != -1)
|
||||
status_change_end(bl,SC_CONCENTRATION,-1);
|
||||
if (sc->data[SC_PARRYING].timer != -1)
|
||||
status_change_end(bl,SC_PARRYING,-1);
|
||||
if (sc->data[SC_ENDURE].timer != -1)
|
||||
status_change_end(bl,SC_ENDURE,-1);
|
||||
if (sc->data[SC_AURABLADE].timer != -1)
|
||||
status_change_end(bl,SC_AURABLADE,-1);
|
||||
}
|
||||
if(sd && !(flag&4)){
|
||||
sd->status.hp = sd->status.max_hp * 3;
|
||||
sd->status.sp = 0;
|
||||
@ -4161,11 +4165,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
calc_flag = 1;
|
||||
break;
|
||||
|
||||
case SC_ASSUMPTIO: /* アスムプティオ */
|
||||
if(sc->data[SC_KYRIE].timer!=-1)
|
||||
status_change_end(bl,SC_KYRIE,-1);
|
||||
break;
|
||||
|
||||
case SC_WARM: //SG skills [Komurka]
|
||||
if (!(flag&4)) {
|
||||
val2 = tick/100;
|
||||
@ -4243,6 +4242,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
type2 = SC_DEFENDER;
|
||||
if (src->sc.data[type2].timer != -1)
|
||||
sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
|
||||
type2 = SC_REFLECTSHIELD;
|
||||
if (src->sc.data[type2].timer != -1)
|
||||
sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -4251,15 +4254,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
battle_damage(NULL, bl, status_get_hp(bl)-1, 0);
|
||||
return 1;
|
||||
|
||||
case SC_CARTBOOST: /* カ?トブ?スト */
|
||||
if(sc->data[SC_DECREASEAGI].timer!=-1 )
|
||||
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
|
||||
status_change_end(bl,SC_DECREASEAGI,-1);
|
||||
return 0;
|
||||
}
|
||||
calc_flag = 1;
|
||||
break;
|
||||
|
||||
case SC_CLOSECONFINE2:
|
||||
{
|
||||
struct block_list *src = val2?map_id2bl(val2):NULL;
|
||||
@ -4324,12 +4318,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
calc_flag = 1;
|
||||
break;
|
||||
case SC_BLESSING:
|
||||
if (bl->type==BL_PC || (!undead_flag && race!=6)) {
|
||||
if (sc->data[SC_CURSE].timer!=-1)
|
||||
status_change_end(bl,SC_CURSE,-1);
|
||||
if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
|
||||
status_change_end(bl,SC_STONE,-1);
|
||||
}
|
||||
case SC_CONCENTRATION: /* コンセントレ?ション */case SC_ETERNALCHAOS: /* エタ?ナルカオス */
|
||||
case SC_DRUMBATTLE: /* ?太鼓の響き */
|
||||
case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
|
||||
@ -4398,9 +4386,15 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
case SC_SKA:
|
||||
case SC_TWOHANDQUICKEN: /* 2HQ */
|
||||
case SC_MIRACLE:
|
||||
case SC_INCREASEAGI: /* 速度上昇 */
|
||||
case SC_DECREASEAGI: /* 速度減少 */
|
||||
case SC_ONEHAND:
|
||||
case SC_DONTFORGETME: /* 私を忘れないで */
|
||||
case SC_DELUGE:
|
||||
case SC_CARTBOOST: /* カ?トブ?スト */
|
||||
case SC_QUAGMIRE: /* クァグマイア */
|
||||
calc_flag = 1;
|
||||
break;
|
||||
|
||||
case SC_LULLABY: /* 子守唄 */
|
||||
case SC_RICHMANKIM:
|
||||
case SC_ROKISWEIL: /* ロキの叫び */
|
||||
@ -4449,6 +4443,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
case SC_KAAHI:
|
||||
case SC_INTRAVISION:
|
||||
case SC_BASILICA:
|
||||
case SC_MAXOVERTHRUST:
|
||||
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
|
||||
case SC_ASSUMPTIO: /* アスムプティオ */
|
||||
break;
|
||||
// gs_something1 [Vicious]
|
||||
case SC_MADNESSCANCEL:
|
||||
@ -4857,6 +4854,7 @@ int status_change_end( struct block_list* bl , int type,int tid )
|
||||
|
||||
case SC_DEFENDER:
|
||||
calc_flag = 1;
|
||||
case SC_REFLECTSHIELD:
|
||||
case SC_AUTOGUARD:
|
||||
if (sd) {
|
||||
struct map_session_data *tsd;
|
||||
|
Loading…
x
Reference in New Issue
Block a user